So, I have done some post processing but I get something strange at the output, the screen is darkened.
My HLSL code is basic :
texture g_txSrcColor;
sampler2D g_samSrcColor = sampler_state
{
Texture = <g_txSrcColor>;
AddressU = Clamp;
AddressV = Clamp;
MinFilter = Linear;
MagFilter = Linear;
MipFilter = Linear;
};
float4 PostProcessPS( float2 Tex : TEXCOORD0 ) : COLOR0
{
return tex2D(g_samSrcColor, Tex);
}
technique PostProcess
{
pass p0
{
VertexShader = null;
PixelShader = compile ps_3_0 PostProcessPS();
}
}
And the other side :
#define CUSTOMFVF (D3DFVF_XYZRHW | D3DFVF_TEX1)
struct PPVERT
{
float x, y, z, rhw;
float tu, tv;
const static D3DVERTEXELEMENT9 Decl[4];
};
const D3DVERTEXELEMENT9 PPVERT::Decl[4] =
{
{ 0, 0, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITIONT, 0 },
{ 0, 16, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
{ 0, 24, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1 },
D3DDECL_END()
};
D3DXSaveTextureToFile("texture_in.bmp", D3DXIFF_BMP, g_pSceneTexture, NULL);
UINT nbPasses = 0;
pEffect->Begin(&nbPasses, 0);
for(UINT i = 0 ; i<nbPasses ; i++)
{
pEffect->BeginPass(i);
d3device->SetStreamSource( 0, g_pVertexQuadBuffer, 0, sizeof(PPVERT) );
d3device->SetFVF( CUSTOMFVF );
d3device->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 );
pEffect->EndPass();
}
pEffect->End();
D3DXSaveSurfaceToFile("surface_out.bmp", D3DXIFF_BMP, g_pRenderSurface, NULL, NULL);
I have saved the input texture and the output surface (please have a look on the screenshots). Have I missed something? The thing is that I have no information of the scene (how the device has been initialised at the beginning, and there is three render passes) so I can not find where is the problem . If you have any ideas go ahead.
Thanks in advance,
Sébastien
texture_in : http://hpics.li/1dbe6d0
surface_out : http://hpics.li/2d85644